An I/O controller for virtual pinball machines: accelerometer nudge sensing, analog plunger input, button input encoding, LedWiz compatible output controls, and more.

Dependencies:   mbed FastIO FastPWM USBDevice

Fork of Pinscape_Controller by Mike R

/media/uploads/mjr/pinscape_no_background_small_L7Miwr6.jpg

This is Version 2 of the Pinscape Controller, an I/O controller for virtual pinball machines. (You can find the old version 1 software here.) Pinscape is software for the KL25Z that turns the board into a full-featured I/O controller for virtual pinball, with support for accelerometer-based nudging, a mechanical plunger, button inputs, and feedback device control.

In case you haven't heard of the idea before, a "virtual pinball machine" is basically a video pinball simulator that's built into a real pinball machine body. A TV monitor goes in place of the pinball playfield, and a second TV goes in the backbox to show the backglass artwork. Some cabs also include a third monitor to simulate the DMD (Dot Matrix Display) used for scoring on 1990s machines, or even an original plasma DMD. A computer (usually a Windows PC) is hidden inside the cabinet, running pinball emulation software that displays a life-sized playfield on the main TV. The cabinet has all of the usual buttons, too, so it not only looks like the real thing, but plays like it too. That's a picture of my own machine to the right. On the outside, it's built exactly like a real arcade pinball machine, with the same overall dimensions and all of the standard pinball cabinet trim hardware.

It's possible to buy a pre-built virtual pinball machine, but it also makes a great DIY project. If you have some basic wood-working skills and know your way around PCs, you can build one from scratch. The computer part is just an ordinary Windows PC, and all of the pinball emulation can be built out of free, open-source software. In that spirit, the Pinscape Controller is an open-source software/hardware project that offers a no-compromises, all-in-one control center for all of the unique input/output needs of a virtual pinball cabinet. If you've been thinking about building one of these, but you're not sure how to connect a plunger, flipper buttons, lights, nudge sensor, and whatever else you can think of, this project might be just what you're looking for.

You can find much more information about DIY Pin Cab building in general in the Virtual Cabinet Forum on vpforums.org. Also visit my Pinscape Resources page for more about this project and other virtual pinball projects I'm working on.

Downloads

  • Pinscape Release Builds: This page has download links for all of the Pinscape software. To get started, install and run the Pinscape Config Tool on your Windows computer. It will lead you through the steps for installing the Pinscape firmware on the KL25Z.
  • Config Tool Source Code. The complete C# source code for the config tool. You don't need this to run the tool, but it's available if you want to customize anything or see how it works inside.

Documentation

The new Version 2 Build Guide is now complete! This new version aims to be a complete guide to building a virtual pinball machine, including not only the Pinscape elements but all of the basics, from sourcing parts to building all of the hardware.

You can also refer to the original Hardware Build Guide (PDF), but that's out of date now, since it refers to the old version 1 software, which was rather different (especially when it comes to configuration).

System Requirements

The new Config Tool requires a fairly up-to-date Microsoft .NET installation. If you use Windows Update to keep your system current, you should be fine. A modern version of Internet Explorer (IE) is required, even if you don't use it as your main browser, because the Config Tool uses some system components that Microsoft packages into the IE install set. I test with IE11, so that's known to work. IE8 doesn't work. IE9 and 10 are unknown at this point.

The Windows requirements are only for the config tool. The firmware doesn't care about anything on the Windows side, so if you can make do without the config tool, you can use almost any Windows setup.

Main Features

Plunger: The Pinscape Controller started out as a "mechanical plunger" controller: a device for attaching a real pinball plunger to the video game software so that you could launch the ball the natural way. This is still, of course, a central feature of the project. The software supports several types of sensors: a high-resolution optical sensor (which works by essentially taking pictures of the plunger as it moves); a slide potentiometer (which determines the position via the changing electrical resistance in the pot); a quadrature sensor (which counts bars printed on a special guide rail that it moves along); and an IR distance sensor (which determines the position by sending pulses of light at the plunger and measuring the round-trip travel time). The Build Guide explains how to set up each type of sensor.

Nudging: The KL25Z (the little microcontroller that the software runs on) has a built-in accelerometer. The Pinscape software uses it to sense when you nudge the cabinet, and feeds the acceleration data to the pinball software on the PC. This turns physical nudges into virtual English on the ball. The accelerometer is quite sensitive and accurate, so we can measure the difference between little bumps and hard shoves, and everything in between. The result is natural and immersive.

Buttons: You can wire real pinball buttons to the KL25Z, and the software will translate the buttons into PC input. You have the option to map each button to a keyboard key or joystick button. You can wire up your flipper buttons, Magna Save buttons, Start button, coin slots, operator buttons, and whatever else you need.

Feedback devices: You can also attach "feedback devices" to the KL25Z. Feedback devices are things that create tactile, sound, and lighting effects in sync with the game action. The most popular PC pinball emulators know how to address a wide variety of these devices, and know how to match them to on-screen action in each virtual table. You just need an I/O controller that translates commands from the PC into electrical signals that turn the devices on and off. The Pinscape Controller can do that for you.

Expansion Boards

There are two main ways to run the Pinscape Controller: standalone, or using the "expansion boards".

In the basic standalone setup, you just need the KL25Z, plus whatever buttons, sensors, and feedback devices you want to attach to it. This mode lets you take advantage of everything the software can do, but for some features, you'll have to build some ad hoc external circuitry to interface external devices with the KL25Z. The Build Guide has detailed plans for exactly what you need to build.

The other option is the Pinscape Expansion Boards. The expansion boards are a companion project, which is also totally free and open-source, that provides Printed Circuit Board (PCB) layouts that are designed specifically to work with the Pinscape software. The PCB designs are in the widely used EAGLE format, which many PCB manufacturers can turn directly into physical boards for you. The expansion boards organize all of the external connections more neatly than on the standalone KL25Z, and they add all of the interface circuitry needed for all of the advanced software functions. The big thing they bring to the table is lots of high-power outputs. The boards provide a modular system that lets you add boards to add more outputs. If you opt for the basic core setup, you'll have enough outputs for all of the toys in a really well-equipped cabinet. If your ambitions go beyond merely well-equipped and run to the ridiculously extravagant, just add an extra board or two. The modular design also means that you can add to the system over time.

Expansion Board project page

Update notes

If you have a Pinscape V1 setup already installed, you should be able to switch to the new version pretty seamlessly. There are just a couple of things to be aware of.

First, the "configuration" procedure is completely different in the new version. Way better and way easier, but it's not what you're used to from V1. In V1, you had to edit the project source code and compile your own custom version of the program. No more! With V2, you simply install the standard, pre-compiled .bin file, and select options using the Pinscape Config Tool on Windows.

Second, if you're using the TSL1410R optical sensor for your plunger, there's a chance you'll need to boost your light source's brightness a little bit. The "shutter speed" is faster in this version, which means that it doesn't spend as much time collecting light per frame as before. The software actually does "auto exposure" adaptation on every frame, so the increased shutter speed really shouldn't bother it, but it does require a certain minimum level of contrast, which requires a certain minimal level of lighting. Check the plunger viewer in the setup tool if you have any problems; if the image looks totally dark, try increasing the light level to see if that helps.

New Features

V2 has numerous new features. Here are some of the highlights...

Dynamic configuration: as explained above, configuration is now handled through the Config Tool on Windows. It's no longer necessary to edit the source code or compile your own modified binary.

Improved plunger sensing: the software now reads the TSL1410R optical sensor about 15x faster than it did before. This allows reading the sensor at full resolution (400dpi), about 400 times per second. The faster frame rate makes a big difference in how accurately we can read the plunger position during the fast motion of a release, which allows for more precise position sensing and faster response. The differences aren't dramatic, since the sensing was already pretty good even with the slower V1 scan rate, but you might notice a little better precision in tricky skill shots.

Keyboard keys: button inputs can now be mapped to keyboard keys. The joystick button option is still available as well, of course. Keyboard keys have the advantage of being closer to universal for PC pinball software: some pinball software can be set up to take joystick input, but nearly all PC pinball emulators can take keyboard input, and nearly all of them use the same key mappings.

Local shift button: one physical button can be designed as the local shift button. This works like a Shift button on a keyboard, but with cabinet buttons. It allows each physical button on the cabinet to have two PC keys assigned, one normal and one shifted. Hold down the local shift button, then press another key, and the other key's shifted key mapping is sent to the PC. The shift button can have a regular key mapping of its own as well, so it can do double duty. The shift feature lets you access more functions without cluttering your cabinet with extra buttons. It's especially nice for less frequently used functions like adjusting the volume or activating night mode.

Night mode: the output controller has a new "night mode" option, which lets you turn off all of your noisy devices with a single button, switch, or PC command. You can designate individual ports as noisy or not. Night mode only disables the noisemakers, so you still get the benefit of your flashers, button lights, and other quiet devices. This lets you play late into the night without disturbing your housemates or neighbors.

Gamma correction: you can designate individual output ports for gamma correction. This adjusts the intensity level of an output to make it match the way the human eye perceives brightness, so that fades and color mixes look more natural in lighting devices. You can apply this to individual ports, so that it only affects ports that actually have lights of some kind attached.

IR Remote Control: the controller software can transmit and/or receive IR remote control commands if you attach appropriate parts (an IR LED to send, an IR sensor chip to receive). This can be used to turn on your TV(s) when the system powers on, if they don't turn on automatically, and for any other functions you can think of requiring IR send/receive capabilities. You can assign IR commands to cabinet buttons, so that pressing a button on your cabinet sends a remote control command from the attached IR LED, and you can have the controller generate virtual key presses on your PC in response to received IR commands. If you have the IR sensor attached, the system can use it to learn commands from your existing remotes.

Yet more USB fixes: I've been gradually finding and fixing USB bugs in the mbed library for months now. This version has all of the fixes of the last couple of releases, of course, plus some new ones. It also has a new "last resort" feature, since there always seems to be "just one more" USB bug. The last resort is that you can tell the device to automatically reboot itself if it loses the USB connection and can't restore it within a given time limit.

More Downloads

  • Custom VP builds: I created modified versions of Visual Pinball 9.9 and Physmod5 that you might want to use in combination with this controller. The modified versions have special handling for plunger calibration specific to the Pinscape Controller, as well as some enhancements to the nudge physics. If you're not using the plunger, you might still want it for the nudge improvements. The modified version also works with any other input controller, so you can get the enhanced nudging effects even if you're using a different plunger/nudge kit. The big change in the modified versions is a "filter" for accelerometer input that's designed to make the response to cabinet nudges more realistic. It also makes the response more subdued than in the standard VP, so it's not to everyone's taste. The downloads include both the updated executables and the source code changes, in case you want to merge the changes into your own custom version(s).

    Note! These features are now standard in the official VP releases, so you don't need my custom builds if you're using 9.9.1 or later and/or VP 10. I don't think there's any reason to use my versions instead of the latest official ones, and in fact I'd encourage you to use the official releases since they're more up to date, but I'm leaving my builds available just in case. In the official versions, look for the checkbox "Enable Nudge Filter" in the Keys preferences dialog. My custom versions don't include that checkbox; they just enable the filter unconditionally.
  • Output circuit shopping list: This is a saved shopping cart at mouser.com with the parts needed to build one copy of the high-power output circuit for the LedWiz emulator feature, for use with the standalone KL25Z (that is, without the expansion boards). The quantities in the cart are for one output channel, so if you want N outputs, simply multiply the quantities by the N, with one exception: you only need one ULN2803 transistor array chip for each eight output circuits. If you're using the expansion boards, you won't need any of this, since the boards provide their own high-power outputs.
  • Cary Owens' optical sensor housing: A 3D-printable design for a housing/mounting bracket for the optical plunger sensor, designed by Cary Owens. This makes it easy to mount the sensor.
  • Lemming77's potentiometer mounting bracket and shooter rod connecter: Sketchup designs for 3D-printable parts for mounting a slide potentiometer as the plunger sensor. These were designed for a particular slide potentiometer that used to be available from an Aliexpress.com seller but is no longer listed. You can probably use this design as a starting point for other similar devices; just check the dimensions before committing the design to plastic.

Copyright and License

The Pinscape firmware is copyright 2014, 2021 by Michael J Roberts. It's released under an MIT open-source license. See License.

Warning to VirtuaPin Kit Owners

This software isn't designed as a replacement for the VirtuaPin plunger kit's firmware. If you bought the VirtuaPin kit, I recommend that you don't install this software. The KL25Z can only run one firmware program at a time, so if you install the Pinscape firmware on your KL25Z, it will replace and erase your existing VirtuaPin proprietary firmware. If you do this, the only way to restore your VirtuaPin firmware is to physically ship the KL25Z back to VirtuaPin and ask them to re-flash it. They don't allow you to do this at home, and they don't even allow you to back up your firmware, since they want to protect their proprietary software from copying. For all of these reasons, if you want to run the Pinscape software, I strongly recommend that you buy a "blank" retail KL25Z to use with Pinscape. They only cost about $15 and are available at several online retailers, including Amazon, Mouser, and eBay. The blank retail boards don't come with any proprietary firmware pre-installed, so installing Pinscape won't delete anything that you paid extra for.

With those warnings in mind, if you're absolutely sure that you don't mind permanently erasing your VirtuaPin firmware, it is at least possible to use Pinscape as a replacement for the VirtuaPin firmware. Pinscape uses the same button wiring conventions as the VirtuaPin setup, so you can keep your buttons (although you'll have to update the GPIO pin mappings in the Config Tool to match your physical wiring). As of the June, 2021 firmware, the Vishay VCNL4010 plunger sensor that comes with the VirtuaPin v3 plunger kit is supported, so you can also keep your plunger, if you have that chip. (You should check to be sure that's the sensor chip you have before committing to this route, if keeping the plunger sensor is important to you. The older VirtuaPin plunger kits came with different IR sensors that the Pinscape software doesn't handle.)

Committer:
mjr
Date:
Thu Apr 13 23:20:28 2017 +0000
Revision:
82:4f6209cb5c33
Child:
86:e30a1f60f783
Plunger refactoring; AEDR-8300 added; TSL1401CL in progress; VL6180X added

Who changed what in which revision?

UserRevisionLine numberNew contents of line
mjr 82:4f6209cb5c33 1 // Base class for TSL14xx-based plunger sensors.
mjr 82:4f6209cb5c33 2 //
mjr 82:4f6209cb5c33 3 // This provides a common base class for plunger sensors based on
mjr 82:4f6209cb5c33 4 // AMS/TAOS TSL14xx sensors (TSL1410R, TSL1412S, TSL1401CL). The sensors
mjr 82:4f6209cb5c33 5 // in this series all work the same way, differing mostly in the number
mjr 82:4f6209cb5c33 6 // of pixels. However, we have two fundamentally different ways of using
mjr 82:4f6209cb5c33 7 // these image sensors to detect position: sensing the position of the
mjr 82:4f6209cb5c33 8 // shadow cast by the plunger on the sensor, and optically reading a bar
mjr 82:4f6209cb5c33 9 // code telling us the location of the sensor along a scale. This class
mjr 82:4f6209cb5c33 10 // provides the low-level pixel-sensor interface; subclasses provide the
mjr 82:4f6209cb5c33 11 // image analysis that figures the position from the captured image.
mjr 82:4f6209cb5c33 12
mjr 82:4f6209cb5c33 13
mjr 82:4f6209cb5c33 14 #ifndef _TSL14XXSENSOR_H_
mjr 82:4f6209cb5c33 15 #define _TSL14XXSENSOR_H_
mjr 82:4f6209cb5c33 16
mjr 82:4f6209cb5c33 17 #include "plunger.h"
mjr 82:4f6209cb5c33 18 #include "TSL14xx.h"
mjr 82:4f6209cb5c33 19
mjr 82:4f6209cb5c33 20 class PlungerSensorTSL14xx: public PlungerSensor
mjr 82:4f6209cb5c33 21 {
mjr 82:4f6209cb5c33 22 public:
mjr 82:4f6209cb5c33 23 PlungerSensorTSL14xx(int nativePix, PinName si, PinName clock, PinName ao)
mjr 82:4f6209cb5c33 24 : sensor(nativePix, si, clock, ao)
mjr 82:4f6209cb5c33 25 {
mjr 82:4f6209cb5c33 26 // Figure the scaling factor for converting native pixel readings
mjr 82:4f6209cb5c33 27 // to our normalized 0..65535 range. The effective calculation we
mjr 82:4f6209cb5c33 28 // need to perform is (reading*65535)/(npix-1). Division is slow
mjr 82:4f6209cb5c33 29 // on the M0+, and floating point is dreadfully slow, so recast the
mjr 82:4f6209cb5c33 30 // per-reading calculation as a multiply (which, unlike DIV, is fast
mjr 82:4f6209cb5c33 31 // on KL25Z - the device has a single-cycle 32-bit hardware multiply).
mjr 82:4f6209cb5c33 32 // How do we turn a divide into a multiply? By calculating the
mjr 82:4f6209cb5c33 33 // inverse! How do we calculate a meaningful inverse of a large
mjr 82:4f6209cb5c33 34 // integer using integers? By doing our calculations in fixed-point
mjr 82:4f6209cb5c33 35 // integers, which is to say, using hardware integers but treating
mjr 82:4f6209cb5c33 36 // all values as multiplied by a scaling factor. We'll use 64K as
mjr 82:4f6209cb5c33 37 // the scaling factor, since we can divide the scaling factor back
mjr 82:4f6209cb5c33 38 // out by using an arithmetic shift (also fast on M0+).
mjr 82:4f6209cb5c33 39 native_npix = nativePix;
mjr 82:4f6209cb5c33 40 scaling_factor = (65535U*65536U) / (nativePix - 1);
mjr 82:4f6209cb5c33 41
mjr 82:4f6209cb5c33 42 // start with no additional integration time for automatic
mjr 82:4f6209cb5c33 43 // exposure control
mjr 82:4f6209cb5c33 44 axcTime = 0;
mjr 82:4f6209cb5c33 45 }
mjr 82:4f6209cb5c33 46
mjr 82:4f6209cb5c33 47 // is the sensor ready?
mjr 82:4f6209cb5c33 48 virtual bool ready() { return sensor.ready(); }
mjr 82:4f6209cb5c33 49
mjr 82:4f6209cb5c33 50 // read the plunger position
mjr 82:4f6209cb5c33 51 virtual bool read(PlungerReading &r)
mjr 82:4f6209cb5c33 52 {
mjr 82:4f6209cb5c33 53 // start reading the next pixel array - this also waits for any
mjr 82:4f6209cb5c33 54 // previous read to finish, ensuring that we have stable pixel
mjr 82:4f6209cb5c33 55 // data in the capture buffer
mjr 82:4f6209cb5c33 56 sensor.startCapture(axcTime);
mjr 82:4f6209cb5c33 57
mjr 82:4f6209cb5c33 58 // get the image array from the last capture
mjr 82:4f6209cb5c33 59 uint8_t *pix;
mjr 82:4f6209cb5c33 60 uint32_t tpix;
mjr 82:4f6209cb5c33 61 sensor.getPix(pix, tpix);
mjr 82:4f6209cb5c33 62
mjr 82:4f6209cb5c33 63 // process the pixels
mjr 82:4f6209cb5c33 64 int pixpos;
mjr 82:4f6209cb5c33 65 if (process(pix, native_npix, pixpos))
mjr 82:4f6209cb5c33 66 {
mjr 82:4f6209cb5c33 67 // Normalize to the 16-bit range by applying the scaling
mjr 82:4f6209cb5c33 68 // factor. The scaling factor is 65535/npix expressed as
mjr 82:4f6209cb5c33 69 // a fixed-point number with 64K scale, so multiplying the
mjr 82:4f6209cb5c33 70 // pixel reading by this will give us the result with 64K
mjr 82:4f6209cb5c33 71 // scale: so shift right 16 bits to get the final answer.
mjr 82:4f6209cb5c33 72 // (The +32768 is added for rounding: it's equal to 0.5
mjr 82:4f6209cb5c33 73 // at our 64K scale.)
mjr 82:4f6209cb5c33 74 r.pos = uint16_t((scaling_factor*uint32_t(pixpos) + 32768) >> 16);
mjr 82:4f6209cb5c33 75 r.t = tpix;
mjr 82:4f6209cb5c33 76
mjr 82:4f6209cb5c33 77 // success
mjr 82:4f6209cb5c33 78 return true;
mjr 82:4f6209cb5c33 79 }
mjr 82:4f6209cb5c33 80 else
mjr 82:4f6209cb5c33 81 {
mjr 82:4f6209cb5c33 82 // no position found
mjr 82:4f6209cb5c33 83 return false;
mjr 82:4f6209cb5c33 84 }
mjr 82:4f6209cb5c33 85 }
mjr 82:4f6209cb5c33 86
mjr 82:4f6209cb5c33 87 virtual void init()
mjr 82:4f6209cb5c33 88 {
mjr 82:4f6209cb5c33 89 sensor.clear();
mjr 82:4f6209cb5c33 90 }
mjr 82:4f6209cb5c33 91
mjr 82:4f6209cb5c33 92 // Send a status report to the joystick interface.
mjr 82:4f6209cb5c33 93 // See plunger.h for details on the arguments.
mjr 82:4f6209cb5c33 94 virtual void sendStatusReport(USBJoystick &js, uint8_t flags, uint8_t extraTime)
mjr 82:4f6209cb5c33 95 {
mjr 82:4f6209cb5c33 96 // To get the requested timing for the cycle we report, we need to run
mjr 82:4f6209cb5c33 97 // an extra cycle. Right now, the sensor is integrating from whenever
mjr 82:4f6209cb5c33 98 // the last start() call was made.
mjr 82:4f6209cb5c33 99 //
mjr 82:4f6209cb5c33 100 // 1. Call startCapture() to end that previous cycle. This will collect
mjr 82:4f6209cb5c33 101 // dits pixels into one DMA buffer (call it EVEN), and start a new
mjr 82:4f6209cb5c33 102 // integration cycle.
mjr 82:4f6209cb5c33 103 //
mjr 82:4f6209cb5c33 104 // 2. We know a new integration has just started, so we can control its
mjr 82:4f6209cb5c33 105 // time. Wait for the cycle we just started to finish, since that sets
mjr 82:4f6209cb5c33 106 // the minimum time.
mjr 82:4f6209cb5c33 107 //
mjr 82:4f6209cb5c33 108 // 3. The integration cycle we started in step 1 has now been running the
mjr 82:4f6209cb5c33 109 // minimum time - namely, one read cycle. Pause for our extraTime delay
mjr 82:4f6209cb5c33 110 // to add the requested added time.
mjr 82:4f6209cb5c33 111 //
mjr 82:4f6209cb5c33 112 // 4. Start the next cycle. This will make the pixels we started reading
mjr 82:4f6209cb5c33 113 // in step 1 available via getPix(), and will end the integration cycle
mjr 82:4f6209cb5c33 114 // we started in step 1 and start reading its pixels into the internal
mjr 82:4f6209cb5c33 115 // DMA buffer.
mjr 82:4f6209cb5c33 116 //
mjr 82:4f6209cb5c33 117 // 5. This is where it gets tricky! The pixels we want are the ones that
mjr 82:4f6209cb5c33 118 // started integrating in step 1, which are the ones we're reading via DMA
mjr 82:4f6209cb5c33 119 // now. The pixels available via getPix() are the ones from the cycle we
mjr 82:4f6209cb5c33 120 // *ended* in step 1 - we don't want these. So we need to start a *third*
mjr 82:4f6209cb5c33 121 // cycle in order to get the pixels from the second cycle.
mjr 82:4f6209cb5c33 122
mjr 82:4f6209cb5c33 123 sensor.startCapture(axcTime); // transfer pixels from period A, begin integration period B
mjr 82:4f6209cb5c33 124 sensor.wait(); // wait for scan of A to complete, as minimum integration B time
mjr 82:4f6209cb5c33 125 wait_us(long(extraTime) * 100); // add extraTime (0.1ms == 100us increments) to integration B time
mjr 82:4f6209cb5c33 126 sensor.startCapture(axcTime); // transfer pixels from integration period B, begin period C; period A pixels now available
mjr 82:4f6209cb5c33 127 sensor.startCapture(axcTime); // trnasfer pixels from integration period C, begin period D; period B pixels now available
mjr 82:4f6209cb5c33 128
mjr 82:4f6209cb5c33 129 // get the pixel array
mjr 82:4f6209cb5c33 130 uint8_t *pix;
mjr 82:4f6209cb5c33 131 uint32_t t;
mjr 82:4f6209cb5c33 132 sensor.getPix(pix, t);
mjr 82:4f6209cb5c33 133
mjr 82:4f6209cb5c33 134 // start a timer to measure the processing time
mjr 82:4f6209cb5c33 135 Timer pt;
mjr 82:4f6209cb5c33 136 pt.start();
mjr 82:4f6209cb5c33 137
mjr 82:4f6209cb5c33 138 // process the pixels and read the position
mjr 82:4f6209cb5c33 139 int pos;
mjr 82:4f6209cb5c33 140 int n = native_npix;
mjr 82:4f6209cb5c33 141 if (!process(pix, n, pos))
mjr 82:4f6209cb5c33 142 pos = 0xFFFF;
mjr 82:4f6209cb5c33 143
mjr 82:4f6209cb5c33 144 // note the processing time
mjr 82:4f6209cb5c33 145 uint32_t processTime = pt.read_us();
mjr 82:4f6209cb5c33 146
mjr 82:4f6209cb5c33 147 // if a low-res scan is desired, reduce to a subset of pixels
mjr 82:4f6209cb5c33 148 if (flags & 0x01)
mjr 82:4f6209cb5c33 149 {
mjr 82:4f6209cb5c33 150 // figure how many sensor pixels we combine into each low-res pixel
mjr 82:4f6209cb5c33 151 const int group = 8;
mjr 82:4f6209cb5c33 152 int lowResPix = n / group;
mjr 82:4f6209cb5c33 153
mjr 82:4f6209cb5c33 154 // combine the pixels
mjr 82:4f6209cb5c33 155 int src, dst;
mjr 82:4f6209cb5c33 156 for (src = dst = 0 ; dst < lowResPix ; ++dst)
mjr 82:4f6209cb5c33 157 {
mjr 82:4f6209cb5c33 158 // average this block of pixels
mjr 82:4f6209cb5c33 159 int a = 0;
mjr 82:4f6209cb5c33 160 for (int j = 0 ; j < group ; ++j)
mjr 82:4f6209cb5c33 161 a += pix[src++];
mjr 82:4f6209cb5c33 162
mjr 82:4f6209cb5c33 163 // we have the sum, so get the average
mjr 82:4f6209cb5c33 164 a /= group;
mjr 82:4f6209cb5c33 165
mjr 82:4f6209cb5c33 166 // store the down-res'd pixel in the array
mjr 82:4f6209cb5c33 167 pix[dst] = uint8_t(a);
mjr 82:4f6209cb5c33 168 }
mjr 82:4f6209cb5c33 169
mjr 82:4f6209cb5c33 170 // rescale the position for the reduced resolution
mjr 82:4f6209cb5c33 171 if (pos != 0xFFFF)
mjr 82:4f6209cb5c33 172 pos = pos * (lowResPix-1) / (n-1);
mjr 82:4f6209cb5c33 173
mjr 82:4f6209cb5c33 174 // update the pixel count to the reduced array size
mjr 82:4f6209cb5c33 175 n = lowResPix;
mjr 82:4f6209cb5c33 176 }
mjr 82:4f6209cb5c33 177
mjr 82:4f6209cb5c33 178 // send the sensor status report
mjr 82:4f6209cb5c33 179 js.sendPlungerStatus(n, pos, getOrientation(), sensor.getAvgScanTime(), processTime);
mjr 82:4f6209cb5c33 180
mjr 82:4f6209cb5c33 181 // If we're not in calibration mode, send the pixels
mjr 82:4f6209cb5c33 182 extern bool plungerCalMode;
mjr 82:4f6209cb5c33 183 if (!plungerCalMode)
mjr 82:4f6209cb5c33 184 {
mjr 82:4f6209cb5c33 185 // send the pixels in report-sized chunks until we get them all
mjr 82:4f6209cb5c33 186 int idx = 0;
mjr 82:4f6209cb5c33 187 while (idx < n)
mjr 82:4f6209cb5c33 188 js.sendPlungerPix(idx, n, pix);
mjr 82:4f6209cb5c33 189 }
mjr 82:4f6209cb5c33 190
mjr 82:4f6209cb5c33 191 // It takes us a while to send all of the pixels, since we have
mjr 82:4f6209cb5c33 192 // to break them up into many USB reports. This delay means that
mjr 82:4f6209cb5c33 193 // the sensor has been sitting there integrating for much longer
mjr 82:4f6209cb5c33 194 // than usual, so the next frame read will be overexposed. To
mjr 82:4f6209cb5c33 195 // mitigate this, make sure we don't have a capture running,
mjr 82:4f6209cb5c33 196 // then clear the sensor and start a new capture.
mjr 82:4f6209cb5c33 197 sensor.wait();
mjr 82:4f6209cb5c33 198 sensor.clear();
mjr 82:4f6209cb5c33 199 sensor.startCapture(axcTime);
mjr 82:4f6209cb5c33 200 }
mjr 82:4f6209cb5c33 201
mjr 82:4f6209cb5c33 202 // get the average sensor scan time
mjr 82:4f6209cb5c33 203 virtual uint32_t getAvgScanTime() { return sensor.getAvgScanTime(); }
mjr 82:4f6209cb5c33 204
mjr 82:4f6209cb5c33 205 protected:
mjr 82:4f6209cb5c33 206 // Analyze the image and find the plunger position. If successful,
mjr 82:4f6209cb5c33 207 // fills in 'pixpos' with the plunger position using the 0..65535
mjr 82:4f6209cb5c33 208 // scale and returns true. If no position can be detected from the
mjr 82:4f6209cb5c33 209 // image data, returns false.
mjr 82:4f6209cb5c33 210 virtual bool process(const uint8_t *pix, int npix, int &pixpos) = 0;
mjr 82:4f6209cb5c33 211
mjr 82:4f6209cb5c33 212 // Get the currently detected sensor orientation, if applicable.
mjr 82:4f6209cb5c33 213 // Returns 1 for standard orientation, -1 for reversed orientation,
mjr 82:4f6209cb5c33 214 // or 0 for orientation unknown or not applicable. Edge sensors can
mjr 82:4f6209cb5c33 215 // automatically detect orientation by observing which side of the
mjr 82:4f6209cb5c33 216 // image is in shadow. Bar code sensors generally can't detect
mjr 82:4f6209cb5c33 217 // orientation.
mjr 82:4f6209cb5c33 218 virtual int getOrientation() const { return 0; }
mjr 82:4f6209cb5c33 219
mjr 82:4f6209cb5c33 220 // the low-level interface to the TSL14xx sensor
mjr 82:4f6209cb5c33 221 TSL14xx sensor;
mjr 82:4f6209cb5c33 222
mjr 82:4f6209cb5c33 223 // number of pixels
mjr 82:4f6209cb5c33 224 int native_npix;
mjr 82:4f6209cb5c33 225
mjr 82:4f6209cb5c33 226 // Scaling factor for converting a native pixel reading to the normalized
mjr 82:4f6209cb5c33 227 // 0..65535 plunger reading scale. This value contains 65535*65536/npix,
mjr 82:4f6209cb5c33 228 // which is equivalent to 65535/npix as a fixed-point number with a 64K
mjr 82:4f6209cb5c33 229 // scale. To apply this, multiply a pixel reading by this value and
mjr 82:4f6209cb5c33 230 // shift right by 16 bits.
mjr 82:4f6209cb5c33 231 uint32_t scaling_factor;
mjr 82:4f6209cb5c33 232
mjr 82:4f6209cb5c33 233 // Automatic exposure control time, in microseconds. This is an amount
mjr 82:4f6209cb5c33 234 // of time we add to each integration cycle to compensate for low light
mjr 82:4f6209cb5c33 235 // levels. By default, this is always zero; the base class doesn't have
mjr 82:4f6209cb5c33 236 // any logic for determining proper exposure, because that's a function
mjr 82:4f6209cb5c33 237 // of the type of image we're looking for. Subclasses can add logic in
mjr 82:4f6209cb5c33 238 // the process() function to check exposure level and adjust this value
mjr 82:4f6209cb5c33 239 // if the image looks over- or under-exposed.
mjr 82:4f6209cb5c33 240 uint32_t axcTime;
mjr 82:4f6209cb5c33 241 };
mjr 82:4f6209cb5c33 242
mjr 82:4f6209cb5c33 243 #endif